Skip to content

Commit f6f362a

Browse files
authored
Apply suggestions from code review
1 parent 6b9e5ab commit f6f362a

File tree

1 file changed

+14
-14
lines changed

1 file changed

+14
-14
lines changed

content/en-us/reference/engine/classes/Stats.yaml

Lines changed: 14 additions & 14 deletions
Original file line numberDiff line numberDiff line change
@@ -48,7 +48,7 @@ properties:
4848
In a networked game, this describes roughly how many kilobytes of data are
4949
being received by the current instance, per second.
5050
description: |
51-
In a networked game, DataReceiveKbps describes roughly how many kilobytes
51+
In a networked game, this property describes roughly how many kilobytes
5252
of data are being received by the current instance, per second. If from
5353
the server's perspective, this represents the total amount of data being
5454
received from the clients connected to the server. If from a client's
@@ -75,7 +75,7 @@ properties:
7575
In a networked game, this describes roughly how many kilobytes of data are
7676
being sent by the current instance, per second.
7777
description: |
78-
In a networked game, DataSendKbps describes roughly how many kilobytes of
78+
In a networked game, this property describes roughly how many kilobytes of
7979
data are being sent by the current instance, per second. If from the
8080
server's perspective, this represents the total amount of data being sent
8181
to the clients connected to the server. If from a client's perspective,
@@ -100,7 +100,7 @@ properties:
100100
summary: |
101101
A measurement of how long it takes for the engine to process all tasks required to render a frame.
102102
description: |
103-
FrameTime is a measurement of how long it takes for the engine to render a frame. This can be used to calculate frames per second (FPS) through dividing 1 by this value. A high frame time value indicates the engine and device struggling to render frames.
103+
This property is a measurement of how long it takes for the engine to render a frame. It can be used to calculate frames per second (FPS) through dividing `1` by this value. A high frame time value indicates the engine and device are struggling to render frames.
104104
code_samples: []
105105
type: float
106106
tags:
@@ -270,7 +270,7 @@ properties:
270270
summary: |
271271
A measurement of how long it takes for the physics engine to update its current state.
272272
description: |
273-
A measurement of how long it takes for the physics engine to update its current state. If this value is high, then it means the game instance is under stress from the physics simulations taking place.
273+
This property is a measurement of how long it takes for the physics engine to update its current state. If this value is high, it means the game instance is under stress from the physics simulations taking place.
274274
code_samples: []
275275
type: float
276276
tags:
@@ -340,7 +340,7 @@ properties:
340340
summary: |
341341
A measurement of how long it takes for the CPU to process all of its tasks required to render a frame.
342342
description: |
343-
The RenderCPUFrameTime property is a measurement of how long it takes for the CPU to process all of its tasks required to render a frame. A high value can indicate that the CPU is taking longer to render a frame, which can lead to performance issues.
343+
This property is a measurement of how long it takes for the CPU to process all of its tasks required to render a frame. A high value can indicate that the CPU is taking longer to render a frame, which can lead to performance issues.
344344
code_samples: []
345345
type: float
346346
tags:
@@ -361,7 +361,7 @@ properties:
361361
summary: |
362362
A measurement of how long it takes for the GPU to process all of its tasks required to render a frame.
363363
description: |
364-
The RenderGPUFrameTime property is a measurement of how long it takes for the GPU to process all of its tasks required to render a frame. A high value can indicate that the GPU is taking longer to render a frame, which can lead to performance issues.
364+
This property is a measurement of how long it takes for the GPU to process all of its tasks required to render a frame. A high value can indicate that the GPU is taking longer to render a frame, which can lead to performance issues.
365365
code_samples: []
366366
type: float
367367
tags:
@@ -382,7 +382,7 @@ properties:
382382
summary: |
383383
A measurement of the number of draw calls made by the game's current scene.
384384
description: |
385-
The SceneDrawcallCount property is a measurement of the number of draw calls made by the game's current scene. A draw call is a single rendering operation, such as drawing a mesh. A high draw call count could mean a scene is too complex or unoptimized, which can lead to performance issues.
385+
This property is a measurement of the number of draw calls made by the game's current scene. A draw call is a single rendering operation, such as drawing a mesh. A high draw call count could mean a scene is too complex or unoptimized, which can lead to performance issues.
386386
code_samples: []
387387
type: int
388388
tags:
@@ -403,7 +403,7 @@ properties:
403403
summary: |
404404
A measurement of the number of triangles rendered by the game's current scene.
405405
description: |
406-
The SceneTriangleCount property is a measurement of the number of triangles rendered ny the game's current scene. A count of triangles rendered is useful when trying to estimate the complexity and performance of a scene.
406+
This property is a measurement of the number of triangles rendered by the game's current scene. A count of triangles rendered is useful when trying to estimate the complexity and performance of a scene.
407407
code_samples: []
408408
type: int
409409
tags:
@@ -424,7 +424,7 @@ properties:
424424
summary: |
425425
A measurement of the number of draw calls being made for shadows by the game's current scene.
426426
description: |
427-
The ShadowsDrawcallCount property is a measurement of the number of draw calls being made for shadows by the game's current scene. A high count means more shadows are being created by the amount of rendered objects in a scene.
427+
This property is a measurement of the number of draw calls being made for shadows by the game's current scene. A high count means more shadows are being created by the amount of rendered objects in a scene.
428428
code_samples: []
429429
type: int
430430
tags:
@@ -445,7 +445,7 @@ properties:
445445
summary: |
446446
A measurement of the number of traingles rendered as shadows in the game's current scene.
447447
description: |
448-
The ShadowsTriangleCount property is a measurement of the number of triangles rendered as shdows in the game's current scene. A high count means there are a lot of triangles used to cast shadows, which can hinder performance.
448+
This property is a measurement of the number of triangles rendered as shadows in the game's current scene. A high count means there are a lot of triangles used to cast shadows, which can hinder performance.
449449
code_samples: []
450450
type: int
451451
tags:
@@ -466,7 +466,7 @@ properties:
466466
summary: |
467467
A measurement of the number of 2D draw calls made for UI elements in the game's current scene.
468468
description: |
469-
The UI2DDrawcallCount property is a measurement of the number of 2D draw calls made for UI elements in the game's current scene. A high count can mean there are a lot of 2D UI elements being used.
469+
This property is a measurement of the number of 2D draw calls made for UI elements in the game's current scene. A high count can mean there are a lot of 2D UI elements being used.
470470
code_samples: []
471471
type: int
472472
tags:
@@ -487,7 +487,7 @@ properties:
487487
summary: |
488488
A measurement of the number of triangles that are being rendered for 2D UI elements in the game's current scene.
489489
description: |
490-
The UI2DTriangleCount property is a measurement of the number of triangles that are being rendered for 2D UI elements in the game's current scene. A high count can mean there are many or complex 2D UI elements used, which can contribute to performance loss in regards to rendering.
490+
This property is a measurement of the number of triangles that are being rendered for 2D UI elements in the game's current scene. A high count can mean there are many or complex 2D UI elements used, which can contribute to performance loss in regards to rendering.
491491
code_samples: []
492492
type: int
493493
tags:
@@ -508,7 +508,7 @@ properties:
508508
summary: |
509509
A measurement of the number of 3D draw calls made for UI elements in the game's current scene.
510510
description: |
511-
The UI3DDrawcallCount property is a measurement of the number of 3D draw calls made for UI elements in the game's current scene. A high count could indicate a high amount of 3D objects being used within UI, potentially hurting performance; however, it is very unlikely you would see a significant count since UI elements are typically 2D.
511+
This property is a measurement of the number of 3D draw calls made for UI elements in the game's current scene. A high count could indicate a high amount of 3D objects being used within UI, potentially hurting performance; however, it is very unlikely you would see a significant count since UI elements are typically 2D.
512512
code_samples: []
513513
type: int
514514
tags:
@@ -529,7 +529,7 @@ properties:
529529
summary: |
530530
A measurement of the number of triangles being rendered for 3D UI elements in the game's current scene.
531531
description: |
532-
The UI3DTriangleCount property is a measurement of the number of triangles being rendered for 3D UI elements in the game's current scene; however, it is very unlikely you would see a significant count since UI elements are typically 2D.
532+
This property is a measurement of the number of triangles being rendered for 3D UI elements in the game's current scene; however, it is very unlikely you would see a significant count since UI elements are typically 2D.
533533
code_samples: []
534534
type: int
535535
tags:

0 commit comments

Comments
 (0)